Files
nethack/src/wield.c
copperwater 0b638592a4 Refactor getobj() to use callbacks on candidate objects
This replaces the arcane system previously used by getobj where the
caller would pass in a "string" whose characters were object class
numbers, with the first up to four characters being special constants
that effectively acted as flags and had to be in a certain order.
Because there are many places where getobj must behave more granularly
than just object class filtering, this was supplemented by over a
hundred lines enumerating all these special cases and "ugly checks", as
well as other ugly code spread around in getobj callers that formatted
the "string".

Now, getobj callers pass in a callback which will return one of five
possible values for any given object in the player's inventory. The
logic of determining the eligibility of a given object is handled in the
caller, which greatly simplifies the code and makes it clearer to read.
Particularly since there's no real need to cram everything into one if
statement.

This is related to pull request #77 by FIQ; it's largely a
reimplementation of its callbacks system, without doing a bigger than
necessary refactor of getobj or adding the ability to select a
floor/trap/dungeon feature with getobj. Differences in implementation
are mostly minor:
- using enum constants for returns instead of magic numbers
- 5 possible return values for callbacks instead of 3, due to trying to
  make it behave exactly as it did previously. PR #77 would sometimes
  outright exclude objects because it lacked semantics for invalid
  objects that should be selectable anyway, or give slightly different
  messages.
- passing a bitmask of flags to getobj rather than booleans (easier to
  add more flags later - such as FIQ's "allow floor features" flag, if
  that becomes desirable)
- renaming some of getobj's variables to clearer versions
- naming all callbacks consistently with "_ok"
- generally more comments explaining things

The callbacks use the same logic from getobj_obj_exclude,
getobj_obj_exclude_too and getobj_obj_acceptable_unlisted (and in a few
cases, from special cases still within getobj). In a number of them, I
added comments suggesting possible further refinements to what is and
isn't eligible (e.g. should a bullwhip really be presented as a
candidate for readying a thrown weapon?)

This also removed ALLOW_COUNT and ALLOW_NONE, relics of the old system,
and moved ALLOW_ALL's definition into detect.c which is the only place
it's used now (unrelated to getobj). The ALLOW_ALL functionality still
exists as the GETOBJ_PROMPT flag, because its main use is to force
getobj to prompt for input even if nothing is valid.

I did not refactor ggetobj() as part of this change.
2021-01-07 11:06:58 -05:00

1017 lines
33 KiB
C

/* NetHack 3.7 wield.c $NHDT-Date: 1607200367 2020/12/05 20:32:47 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.78 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2009. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
/* KMH -- Differences between the three weapon slots.
*
* The main weapon (uwep):
* 1. Is filled by the (w)ield command.
* 2. Can be filled with any type of item.
* 3. May be carried in one or both hands.
* 4. Is used as the melee weapon and as the launcher for
* ammunition.
* 5. Only conveys intrinsics when it is a weapon, weapon-tool,
* or artifact.
* 6. Certain cursed items will weld to the hand and cannot be
* unwielded or dropped. See erodeable_wep() and will_weld()
* below for the list of which items apply.
*
* The secondary weapon (uswapwep):
* 1. Is filled by the e(x)change command, which swaps this slot
* with the main weapon. If the "pushweapon" option is set,
* the (w)ield command will also store the old weapon in the
* secondary slot.
* 2. Can be filled with anything that will fit in the main weapon
* slot; that is, any type of item.
* 3. Is usually NOT considered to be carried in the hands.
* That would force too many checks among the main weapon,
* second weapon, shield, gloves, and rings; and it would
* further be complicated by bimanual weapons. A special
* exception is made for two-weapon combat.
* 4. Is used as the second weapon for two-weapon combat, and as
* a convenience to swap with the main weapon.
* 5. Never conveys intrinsics.
* 6. Cursed items never weld (see #3 for reasons), but they also
* prevent two-weapon combat.
*
* The quiver (uquiver):
* 1. Is filled by the (Q)uiver command.
* 2. Can be filled with any type of item.
* 3. Is considered to be carried in a special part of the pack.
* 4. Is used as the item to throw with the (f)ire command.
* This is a convenience over the normal (t)hrow command.
* 5. Never conveys intrinsics.
* 6. Cursed items never weld; their effect is handled by the normal
* throwing code.
* 7. The autoquiver option will fill it with something deemed
* suitable if (f)ire is used when it's empty.
*
* No item may be in more than one of these slots.
*/
static boolean FDECL(cant_wield_corpse, (struct obj *));
static int FDECL(ready_weapon, (struct obj *));
static int FDECL(ready_ok, (struct obj *));
static int FDECL(wield_ok, (struct obj *));
/* used by will_weld() */
/* probably should be renamed */
#define erodeable_wep(optr) \
((optr)->oclass == WEAPON_CLASS || is_weptool(optr) \
|| (optr)->otyp == HEAVY_IRON_BALL || (optr)->otyp == IRON_CHAIN)
/* used by welded(), and also while wielding */
#define will_weld(optr) \
((optr)->cursed && (erodeable_wep(optr) || (optr)->otyp == TIN_OPENER))
/* to dual-wield, 'obj' must be a weapon or a weapon-tool, and not a bow
or arrow or missile (dart, shuriken, boomerang), so not matching the
one-handed weapons which yield "you begin bashing" if used for melee;
empty hands and two-handed weapons have to be handled separately */
#define TWOWEAPOK(obj) \
(((obj)->oclass == WEAPON_CLASS) \
? !(is_launcher(obj) ||is_ammo(obj) || is_missile(obj)) \
: is_weptool(obj))
static const char
are_no_longer_twoweap[] = "are no longer using two weapons at once",
can_no_longer_twoweap[] = "can no longer wield two weapons at once";
/*** Functions that place a given item in a slot ***/
/* Proper usage includes:
* 1. Initializing the slot during character generation or a
* restore.
* 2. Setting the slot due to a player's actions.
* 3. If one of the objects in the slot are split off, these
* functions can be used to put the remainder back in the slot.
* 4. Putting an item that was thrown and returned back into the slot.
* 5. Emptying the slot, by passing a null object. NEVER pass
* cg.zeroobj!
*
* If the item is being moved from another slot, it is the caller's
* responsibility to handle that. It's also the caller's responsibility
* to print the appropriate messages.
*/
void
setuwep(obj)
register struct obj *obj;
{
struct obj *olduwep = uwep;
if (obj == uwep)
return; /* necessary to not set g.unweapon */
/* This message isn't printed in the caller because it happens
* *whenever* Sunsword is unwielded, from whatever cause.
*/
setworn(obj, W_WEP);
if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) {
end_burn(olduwep, FALSE);
if (!Blind)
pline("%s shining.", Tobjnam(olduwep, "stop"));
}
if (uwep == obj
&& ((uwep && uwep->oartifact == ART_OGRESMASHER)
|| (olduwep && olduwep->oartifact == ART_OGRESMASHER)))
g.context.botl = 1;
/* Note: Explicitly wielding a pick-axe will not give a "bashing"
* message. Wielding one via 'a'pplying it will.
* 3.2.2: Wielding arbitrary objects will give bashing message too.
*/
if (obj) {
g.unweapon = (obj->oclass == WEAPON_CLASS)
? is_launcher(obj) || is_ammo(obj) || is_missile(obj)
|| (is_pole(obj) && !u.usteed)
: !is_weptool(obj) && !is_wet_towel(obj);
} else
g.unweapon = TRUE; /* for "bare hands" message */
}
static boolean
cant_wield_corpse(obj)
struct obj *obj;
{
char kbuf[BUFSZ];
if (uarmg || obj->otyp != CORPSE || !touch_petrifies(&mons[obj->corpsenm])
|| Stone_resistance)
return FALSE;
/* Prevent wielding cockatrice when not wearing gloves --KAA */
You("wield %s in your bare %s.",
corpse_xname(obj, (const char *) 0, CXN_PFX_THE),
makeplural(body_part(HAND)));
Sprintf(kbuf, "wielding %s bare-handed", killer_xname(obj));
instapetrify(kbuf);
return TRUE;
}
static int
ready_weapon(wep)
struct obj *wep;
{
/* Separated function so swapping works easily */
int res = 0;
boolean was_twoweap = u.twoweap, had_wep = (uwep != 0);
if (!wep) {
/* No weapon */
if (uwep) {
You("are empty %s.", body_part(HANDED));
setuwep((struct obj *) 0);
res++;
} else
You("are already empty %s.", body_part(HANDED));
} else if (wep->otyp == CORPSE && cant_wield_corpse(wep)) {
/* hero must have been life-saved to get here; use a turn */
res++; /* corpse won't be wielded */
} else if (uarms && bimanual(wep)) {
You("cannot wield a two-handed %s while wearing a shield.",
is_sword(wep) ? "sword" : wep->otyp == BATTLE_AXE ? "axe"
: "weapon");
} else if (!retouch_object(&wep, FALSE)) {
res++; /* takes a turn even though it doesn't get wielded */
} else {
/* Weapon WILL be wielded after this point */
res++;
if (will_weld(wep)) {
const char *tmp = xname(wep), *thestr = "The ";
if (strncmp(tmp, thestr, 4) && !strncmp(The(tmp), thestr, 4))
tmp = thestr;
else
tmp = "";
pline("%s%s %s to your %s!", tmp, aobjnam(wep, "weld"),
(wep->quan == 1L) ? "itself" : "themselves", /* a3 */
bimanual(wep) ? (const char *) makeplural(body_part(HAND))
: body_part(HAND));
set_bknown(wep, 1);
} else {
/* The message must be printed before setuwep (since
* you might die and be revived from changing weapons),
* and the message must be before the death message and
* Lifesaved rewielding. Yet we want the message to
* say "weapon in hand", thus this kludge.
* [That comment is obsolete. It dates from the days (3.0)
* when unwielding Firebrand could cause hero to be burned
* to death in Hell due to loss of fire resistance.
* "Lifesaved re-wielding or re-wearing" is ancient history.]
*/
long dummy = wep->owornmask;
wep->owornmask |= W_WEP;
if (wep->otyp == AKLYS && (wep->owornmask & W_WEP) != 0)
You("secure the tether.");
prinv((char *) 0, wep, 0L);
wep->owornmask = dummy;
}
setuwep(wep);
if (was_twoweap && !u.twoweap && flags.verbose) {
/* skip this message if we already got "empty handed" one above;
also, Null is not safe for neither TWOWEAPOK() or bimanual() */
if (uwep)
You("%s.", ((TWOWEAPOK(uwep) && !bimanual(uwep))
? are_no_longer_twoweap
: can_no_longer_twoweap));
}
/* KMH -- Talking artifacts are finally implemented */
arti_speak(wep);
if (artifact_light(wep) && !wep->lamplit) {
begin_burn(wep, FALSE);
if (!Blind)
pline("%s to shine %s!", Tobjnam(wep, "begin"),
arti_light_description(wep));
}
#if 0
/* we'll get back to this someday, but it's not balanced yet */
if (Race_if(PM_ELF) && !wep->oartifact
&& objects[wep->otyp].oc_material == IRON) {
/* Elves are averse to wielding cold iron */
You("have an uneasy feeling about wielding cold iron.");
change_luck(-1);
}
#endif
if (wep->unpaid) {
struct monst *this_shkp;
if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy)))
!= (struct monst *) 0) {
pline("%s says \"You be careful with my %s!\"",
shkname(this_shkp), xname(wep));
}
}
}
if ((had_wep != (uwep != 0)) && condtests[bl_bareh].enabled)
g.context.botl = 1;
return res;
}
void
setuqwep(obj)
register struct obj *obj;
{
setworn(obj, W_QUIVER);
/* no extra handling needed; this used to include a call to
update_inventory() but that's already performed by setworn() */
return;
}
void
setuswapwep(obj)
register struct obj *obj;
{
setworn(obj, W_SWAPWEP);
return;
}
/* getobj callback for object to ready for throwing/shooting */
static int
ready_ok(obj)
struct obj *obj;
{
if (!obj)
return GETOBJ_SUGGEST;
/* exclude when wielded... */
if ((obj == uwep || (obj == uswapwep && u.twoweap))
&& obj->quan == 1) /* ...unless more than one */
return GETOBJ_EXCLUDE_INACCESS;
if (obj->oclass == WEAPON_CLASS || obj->oclass == COIN_CLASS)
return GETOBJ_SUGGEST;
/* Possible extension: exclude weapons that make no sense to throw, such as
* whips, bows, slings, rubber hoses. */
/* Include gems/stones as likely candidates if either primary
or secondary weapon is a sling. */
if (obj->oclass == GEM_CLASS
&& (uslinging()
|| (uswapwep && objects[uswapwep->otyp].oc_skill == P_SLING)))
return GETOBJ_SUGGEST;
return GETOBJ_DOWNPLAY;
}
/* getobj callback for object to wield */
static int
wield_ok(obj)
struct obj *obj;
{
if (!obj)
return GETOBJ_SUGGEST;
if (obj->oclass == COIN_CLASS)
return GETOBJ_EXCLUDE;
if (obj->oclass == WEAPON_CLASS
|| (obj->oclass == TOOL_CLASS && is_weptool(obj)))
return GETOBJ_SUGGEST;
return GETOBJ_DOWNPLAY;
}
int
dowield()
{
char qbuf[QBUFSZ];
struct obj *wep, *oldwep;
boolean finish_splitting = FALSE;
int result;
/* May we attempt this? */
g.multi = 0;
if (cantwield(g.youmonst.data)) {
pline("Don't be ridiculous!");
return 0;
}
/* Prompt for a new weapon */
clear_splitobjs();
if (!(wep = getobj("wield", wield_ok, GETOBJ_PROMPT | GETOBJ_ALLOWCNT))) {
/* Cancelled */
return 0;
} else if (wep == uwep) {
already_wielded:
You("are already wielding that!");
if (is_weptool(wep) || is_wet_towel(wep))
g.unweapon = FALSE; /* [see setuwep()] */
return 0;
} else if (welded(uwep)) {
weldmsg(uwep);
/* previously interrupted armor removal mustn't be resumed */
reset_remarm();
/* if player chose a partial stack but can't wield it, undo split */
if (wep->o_id && wep->o_id == g.context.objsplit.child_oid)
unsplitobj(wep);
return 0;
} else if (wep->o_id && wep->o_id == g.context.objsplit.child_oid) {
/* if wep is the result of supplying a count to getobj()
we don't want to split something already wielded; for
any other item, we need to give it its own inventory slot */
if (uwep && uwep->o_id == g.context.objsplit.parent_oid) {
unsplitobj(wep);
/* wep was merged back to uwep, already_wielded uses wep */
wep = uwep;
goto already_wielded;
}
finish_splitting = TRUE;
goto wielding;
}
/* Handle no object, or object in other slot */
if (wep == &cg.zeroobj) {
wep = (struct obj *) 0;
} else if (wep == uswapwep) {
return doswapweapon();
} else if (wep == uquiver) {
/* offer to split stack if multiple are quivered */
if (uquiver->quan > 1L && inv_cnt(FALSE) < 52 && splittable(uquiver)) {
Sprintf(qbuf, "You have %ld %s readied. Wield one?",
uquiver->quan, simpleonames(uquiver));
switch (ynq(qbuf)) {
case 'q':
return 0;
case 'y':
/* leave N-1 quivered, split off 1 to wield */
wep = splitobj(uquiver, 1L);
finish_splitting = TRUE;
goto wielding;
default:
break;
}
Strcpy(qbuf, "Wield all of them instead?");
} else {
boolean use_plural = (is_plural(uquiver) || pair_of(uquiver));
Sprintf(qbuf, "You have %s readied. Wield %s instead?",
!use_plural ? "that" : "those",
!use_plural ? "it" : "them");
}
/* require confirmation to wield the quivered weapon */
if (ynq(qbuf) != 'y') {
(void) Shk_Your(qbuf, uquiver); /* replace qbuf[] contents */
pline("%s%s %s readied.", qbuf,
simpleonames(uquiver), otense(uquiver, "remain"));
return 0;
}
/* wielding whole readied stack, so no longer quivered */
setuqwep((struct obj *) 0);
} else if (wep->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
You("cannot wield that!");
return 0;
}
wielding:
if (finish_splitting) {
/* wep was split off from something; give it its own invlet */
freeinv(wep);
wep->nomerge = 1;
addinv(wep);
wep->nomerge = 0;
}
/* Set your new primary weapon */
oldwep = uwep;
result = ready_weapon(wep);
if (flags.pushweapon && oldwep && uwep != oldwep)
setuswapwep(oldwep);
untwoweapon();
return result;
}
int
doswapweapon()
{
register struct obj *oldwep, *oldswap;
int result = 0;
/* May we attempt this? */
g.multi = 0;
if (cantwield(g.youmonst.data)) {
pline("Don't be ridiculous!");
return 0;
}
if (welded(uwep)) {
weldmsg(uwep);
return 0;
}
/* Unwield your current secondary weapon */
oldwep = uwep;
oldswap = uswapwep;
setuswapwep((struct obj *) 0);
/* Set your new primary weapon */
result = ready_weapon(oldswap);
/* Set your new secondary weapon */
if (uwep == oldwep) {
/* Wield failed for some reason */
setuswapwep(oldswap);
} else {
setuswapwep(oldwep);
if (uswapwep)
prinv((char *) 0, uswapwep, 0L);
else
You("have no secondary weapon readied.");
}
if (u.twoweap && !can_twoweapon())
untwoweapon();
return result;
}
int
dowieldquiver()
{
char qbuf[QBUFSZ];
struct obj *newquiver;
int res;
boolean finish_splitting = FALSE,
was_uwep = FALSE, was_twoweap = u.twoweap;
/* Since the quiver isn't in your hands, don't check cantwield(), */
/* will_weld(), touch_petrifies(), etc. */
g.multi = 0;
/* forget last splitobj() before calling getobj() with GETOBJ_ALLOWCNT */
clear_splitobjs();
/* Prompt for a new quiver: "What do you want to ready?" */
newquiver = getobj("ready", ready_ok, GETOBJ_PROMPT | GETOBJ_ALLOWCNT);
if (!newquiver) {
/* Cancelled */
return 0;
} else if (newquiver == &cg.zeroobj) { /* no object */
/* Explicitly nothing */
if (uquiver) {
You("now have no ammunition readied.");
/* skip 'quivering: prinv()' */
setuqwep((struct obj *) 0);
} else {
You("already have no ammunition readied!");
}
return 0;
} else if (newquiver->o_id == g.context.objsplit.child_oid) {
/* if newquiver is the result of supplying a count to getobj()
we don't want to split something already in the quiver;
for any other item, we need to give it its own inventory slot */
if (uquiver && uquiver->o_id == g.context.objsplit.parent_oid) {
unsplitobj(newquiver);
goto already_quivered;
}
finish_splitting = TRUE;
} else if (newquiver == uquiver) {
already_quivered:
pline("That ammunition is already readied!");
return 0;
} else if (newquiver->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
You("cannot ready that!");
return 0;
} else if (newquiver == uwep) {
int weld_res = !uwep->bknown;
if (welded(uwep)) {
weldmsg(uwep);
reset_remarm(); /* same as dowield() */
return weld_res;
}
/* offer to split stack if wielding more than 1 */
if (uwep->quan > 1L && inv_cnt(FALSE) < 52 && splittable(uwep)) {
Sprintf(qbuf, "You are wielding %ld %s. Ready %ld of them?",
uwep->quan, simpleonames(uwep), uwep->quan - 1L);
switch (ynq(qbuf)) {
case 'q':
return 0;
case 'y':
/* leave 1 wielded, split rest off and put into quiver */
newquiver = splitobj(uwep, uwep->quan - 1L);
finish_splitting = TRUE;
goto quivering;
default:
break;
}
Strcpy(qbuf, "Ready all of them instead?");
} else {
boolean use_plural = (is_plural(uwep) || pair_of(uwep));
Sprintf(qbuf, "You are wielding %s. Ready %s instead?",
!use_plural ? "that" : "those",
!use_plural ? "it" : "them");
}
/* require confirmation to ready the main weapon */
if (ynq(qbuf) != 'y') {
(void) Shk_Your(qbuf, uwep); /* replace qbuf[] contents */
pline("%s%s %s wielded.", qbuf,
simpleonames(uwep), otense(uwep, "remain"));
return 0;
}
/* quivering main weapon, so no longer wielding it */
setuwep((struct obj *) 0);
untwoweapon();
was_uwep = TRUE;
} else if (newquiver == uswapwep) {
if (uswapwep->quan > 1L && inv_cnt(FALSE) < 52
&& splittable(uswapwep)) {
Sprintf(qbuf, "%s %ld %s. Ready %ld of them?",
u.twoweap ? "You are dual wielding"
: "Your alternate weapon is",
uswapwep->quan, simpleonames(uswapwep),
uswapwep->quan - 1L);
switch (ynq(qbuf)) {
case 'q':
return 0;
case 'y':
/* leave 1 alt-wielded, split rest off and put into quiver */
newquiver = splitobj(uswapwep, uswapwep->quan - 1L);
finish_splitting = TRUE;
goto quivering;
default:
break;
}
Strcpy(qbuf, "Ready all of them instead?");
} else {
boolean use_plural = (is_plural(uswapwep) || pair_of(uswapwep));
Sprintf(qbuf, "%s your %s weapon. Ready %s instead?",
!use_plural ? "That is" : "Those are",
u.twoweap ? "second" : "alternate",
!use_plural ? "it" : "them");
}
/* require confirmation to ready the alternate weapon */
if (ynq(qbuf) != 'y') {
(void) Shk_Your(qbuf, uswapwep); /* replace qbuf[] contents */
pline("%s%s %s %s.", qbuf,
simpleonames(uswapwep), otense(uswapwep, "remain"),
u.twoweap ? "wielded" : "as secondary weapon");
return 0;
}
/* quivering alternate weapon, so no more uswapwep */
setuswapwep((struct obj *) 0);
untwoweapon();
}
quivering:
if (finish_splitting) {
freeinv(newquiver);
newquiver->nomerge = 1;
addinv(newquiver);
newquiver->nomerge = 0;
}
/* place item in quiver before printing so that inventory feedback
includes "(at the ready)" */
setuqwep(newquiver);
prinv((char *) 0, newquiver, 0L);
/* quiver is a convenience slot and manipulating it ordinarily
consumes no time, but unwielding primary or secondary weapon
should take time (perhaps we're adjacent to a rust monster
or disenchanter and want to hit it immediately, but not with
something we're wielding that's vulnerable to its damage) */
res = 0;
if (was_uwep) {
You("are now empty %s.", body_part(HANDED));
res = 1;
} else if (was_twoweap && !u.twoweap) {
You("%s.", are_no_longer_twoweap);
res = 1;
}
return res;
}
/* used for #rub and for applying pick-axe, whip, grappling hook or polearm */
boolean
wield_tool(obj, verb)
struct obj *obj;
const char *verb; /* "rub",&c */
{
const char *what;
boolean more_than_1;
if (obj == uwep)
return TRUE; /* nothing to do if already wielding it */
if (!verb)
verb = "wield";
what = xname(obj);
more_than_1 = (obj->quan > 1L || strstri(what, "pair of ") != 0
|| strstri(what, "s of ") != 0);
if (obj->owornmask & (W_ARMOR | W_ACCESSORY)) {
You_cant("%s %s while wearing %s.", verb, yname(obj),
more_than_1 ? "them" : "it");
return FALSE;
}
if (welded(uwep)) {
if (flags.verbose) {
const char *hand = body_part(HAND);
if (bimanual(uwep))
hand = makeplural(hand);
if (strstri(what, "pair of ") != 0)
more_than_1 = FALSE;
pline(
"Since your weapon is welded to your %s, you cannot %s %s %s.",
hand, verb, more_than_1 ? "those" : "that", xname(obj));
} else {
You_cant("do that.");
}
return FALSE;
}
if (cantwield(g.youmonst.data)) {
You_cant("hold %s strongly enough.", more_than_1 ? "them" : "it");
return FALSE;
}
/* check shield */
if (uarms && bimanual(obj)) {
You("cannot %s a two-handed %s while wearing a shield.", verb,
(obj->oclass == WEAPON_CLASS) ? "weapon" : "tool");
return FALSE;
}
if (uquiver == obj)
setuqwep((struct obj *) 0);
if (uswapwep == obj) {
(void) doswapweapon();
/* doswapweapon might fail */
if (uswapwep == obj)
return FALSE;
} else {
struct obj *oldwep = uwep;
if (will_weld(obj)) {
/* hope none of ready_weapon()'s early returns apply here... */
(void) ready_weapon(obj);
} else {
You("now wield %s.", doname(obj));
setuwep(obj);
}
if (flags.pushweapon && oldwep && uwep != oldwep)
setuswapwep(oldwep);
}
if (uwep != obj)
return FALSE; /* rewielded old object after dying */
/* applying weapon or tool that gets wielded ends two-weapon combat */
if (u.twoweap)
untwoweapon();
if (obj->oclass != WEAPON_CLASS)
g.unweapon = TRUE;
return TRUE;
}
int
can_twoweapon()
{
struct obj *otmp;
if (!could_twoweap(g.youmonst.data)) {
if (Upolyd)
You_cant("use two weapons in your current form.");
else
pline("%s aren't able to use two weapons at once.",
makeplural((flags.female && g.urole.name.f)
? g.urole.name.f : g.urole.name.m));
} else if (!uwep || !uswapwep) {
const char *hand_s = body_part(HAND);
if (!uwep && !uswapwep)
hand_s = makeplural(hand_s);
/* "your hands are empty" or "your {left|right} hand is empty" */
Your("%s%s %s empty.", uwep ? "left " : uswapwep ? "right " : "",
hand_s, vtense(hand_s, "are"));
} else if (!TWOWEAPOK(uwep) || !TWOWEAPOK(uswapwep)) {
otmp = !TWOWEAPOK(uwep) ? uwep : uswapwep;
pline("%s %s suitable %s weapon%s.", Yname2(otmp),
is_plural(otmp) ? "aren't" : "isn't a",
(otmp == uwep) ? "primary" : "secondary",
plur(otmp->quan));
} else if (bimanual(uwep) || bimanual(uswapwep)) {
otmp = bimanual(uwep) ? uwep : uswapwep;
pline("%s isn't one-handed.", Yname2(otmp));
} else if (uarms) {
You_cant("use two weapons while wearing a shield.");
} else if (uswapwep->oartifact) {
pline("%s being held second to another weapon!",
Yobjnam2(uswapwep, "resist"));
} else if (uswapwep->otyp == CORPSE && cant_wield_corpse(uswapwep)) {
/* [Note: !TWOWEAPOK() check prevents ever getting here...] */
; /* must be life-saved to reach here; return FALSE */
} else if (Glib || uswapwep->cursed) {
if (!Glib)
set_bknown(uswapwep, 1);
drop_uswapwep();
} else
return TRUE;
return FALSE;
}
void
drop_uswapwep()
{
char str[BUFSZ];
struct obj *obj = uswapwep;
/* Avoid trashing makeplural's static buffer */
Strcpy(str, makeplural(body_part(HAND)));
pline("%s from your %s!", Yobjnam2(obj, "slip"), str);
dropx(obj);
}
void
set_twoweap(on_off)
boolean on_off;
{
u.twoweap = on_off;
}
int
dotwoweapon()
{
/* You can always toggle it off */
if (u.twoweap) {
You("switch to your primary weapon.");
set_twoweap(FALSE); /* u.twoweap = FALSE */
update_inventory();
return 0;
}
/* May we use two weapons? */
if (can_twoweapon()) {
/* Success! */
You("begin two-weapon combat.");
set_twoweap(TRUE); /* u.twoweap = TRUE */
update_inventory();
return (rnd(20) > ACURR(A_DEX));
}
return 0;
}
/*** Functions to empty a given slot ***/
/* These should be used only when the item can't be put back in
* the slot by life saving. Proper usage includes:
* 1. The item has been eaten, stolen, burned away, or rotted away.
* 2. Making an item disappear for a bones pile.
*/
void
uwepgone()
{
if (uwep) {
if (artifact_light(uwep) && uwep->lamplit) {
end_burn(uwep, FALSE);
if (!Blind)
pline("%s shining.", Tobjnam(uwep, "stop"));
}
setworn((struct obj *) 0, W_WEP);
g.unweapon = TRUE;
update_inventory();
}
}
void
uswapwepgone()
{
if (uswapwep) {
setworn((struct obj *) 0, W_SWAPWEP);
update_inventory();
}
}
void
uqwepgone()
{
if (uquiver) {
setworn((struct obj *) 0, W_QUIVER);
update_inventory();
}
}
void
untwoweapon()
{
if (u.twoweap) {
You("%s.", can_no_longer_twoweap);
set_twoweap(FALSE); /* u.twoweap = FALSE */
update_inventory();
}
return;
}
int
chwepon(otmp, amount)
register struct obj *otmp;
register int amount;
{
const char *color = hcolor((amount < 0) ? NH_BLACK : NH_BLUE);
const char *xtime, *wepname = "";
boolean multiple;
int otyp = STRANGE_OBJECT;
if (!uwep || (uwep->oclass != WEAPON_CLASS && !is_weptool(uwep))) {
char buf[BUFSZ];
if (amount >= 0 && uwep && will_weld(uwep)) { /* cursed tin opener */
if (!Blind) {
Sprintf(buf, "%s with %s aura.",
Yobjnam2(uwep, "glow"), an(hcolor(NH_AMBER)));
uwep->bknown = !Hallucination; /* ok to bypass set_bknown() */
} else {
/* cursed tin opener is wielded in right hand */
Sprintf(buf, "Your right %s tingles.", body_part(HAND));
}
uncurse(uwep);
update_inventory();
} else {
Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
(amount >= 0) ? "twitch" : "itch");
}
strange_feeling(otmp, buf); /* pline()+docall()+useup() */
exercise(A_DEX, (boolean) (amount >= 0));
return 0;
}
if (otmp && otmp->oclass == SCROLL_CLASS)
otyp = otmp->otyp;
if (uwep->otyp == WORM_TOOTH && amount >= 0) {
multiple = (uwep->quan > 1L);
/* order: message, transformation, shop handling */
Your("%s %s much sharper now.", simpleonames(uwep),
multiple ? "fuse, and become" : "is");
uwep->otyp = CRYSKNIFE;
uwep->oerodeproof = 0;
if (multiple) {
uwep->quan = 1L;
uwep->owt = weight(uwep);
}
if (uwep->cursed)
uncurse(uwep);
/* update shop bill to reflect new higher value */
if (uwep->unpaid)
alter_cost(uwep, 0L);
if (otyp != STRANGE_OBJECT)
makeknown(otyp);
if (multiple)
encumber_msg();
return 1;
} else if (uwep->otyp == CRYSKNIFE && amount < 0) {
multiple = (uwep->quan > 1L);
/* order matters: message, shop handling, transformation */
Your("%s %s much duller now.", simpleonames(uwep),
multiple ? "fuse, and become" : "is");
costly_alteration(uwep, COST_DEGRD); /* DECHNT? other? */
uwep->otyp = WORM_TOOTH;
uwep->oerodeproof = 0;
if (multiple) {
uwep->quan = 1L;
uwep->owt = weight(uwep);
}
if (otyp != STRANGE_OBJECT && otmp->bknown)
makeknown(otyp);
if (multiple)
encumber_msg();
return 1;
}
if (has_oname(uwep))
wepname = ONAME(uwep);
if (amount < 0 && uwep->oartifact && restrict_name(uwep, wepname)) {
if (!Blind)
pline("%s %s.", Yobjnam2(uwep, "faintly glow"), color);
return 1;
}
/* there is a (soft) upper and lower limit to uwep->spe */
if (((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
&& rn2(3)) {
if (!Blind)
pline("%s %s for a while and then %s.",
Yobjnam2(uwep, "violently glow"), color,
otense(uwep, "evaporate"));
else
pline("%s.", Yobjnam2(uwep, "evaporate"));
useupall(uwep); /* let all of them disappear */
return 1;
}
if (!Blind) {
xtime = (amount * amount == 1) ? "moment" : "while";
pline("%s %s for a %s.",
Yobjnam2(uwep, amount == 0 ? "violently glow" : "glow"), color,
xtime);
if (otyp != STRANGE_OBJECT && uwep->known
&& (amount > 0 || (amount < 0 && otmp->bknown)))
makeknown(otyp);
}
if (amount < 0)
costly_alteration(uwep, COST_DECHNT);
uwep->spe += amount;
if (amount > 0) {
if (uwep->cursed)
uncurse(uwep);
/* update shop bill to reflect new higher price */
if (uwep->unpaid)
alter_cost(uwep, 0L);
}
/*
* Enchantment, which normally improves a weapon, has an
* addition adverse reaction on Magicbane whose effects are
* spe dependent. Give an obscure clue here.
*/
if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
Your("right %s %sches!", body_part(HAND),
(((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
}
/* an elven magic clue, cookie@keebler */
/* elven weapons vibrate warningly when enchanted beyond a limit */
if ((uwep->spe > 5)
&& (is_elven_weapon(uwep) || uwep->oartifact || !rn2(7)))
pline("%s unexpectedly.", Yobjnam2(uwep, "suddenly vibrate"));
return 1;
}
int
welded(obj)
register struct obj *obj;
{
if (obj && obj == uwep && will_weld(obj)) {
set_bknown(obj, 1);
return 1;
}
return 0;
}
void
weldmsg(obj)
register struct obj *obj;
{
long savewornmask;
savewornmask = obj->owornmask;
pline("%s welded to your %s!", Yobjnam2(obj, "are"),
bimanual(obj) ? (const char *) makeplural(body_part(HAND))
: body_part(HAND));
obj->owornmask = savewornmask;
}
/* test whether monster's wielded weapon is stuck to hand/paw/whatever */
boolean
mwelded(obj)
struct obj *obj;
{
/* caller is responsible for making sure this is a monster's item */
if (obj && (obj->owornmask & W_WEP) && will_weld(obj))
return TRUE;
return FALSE;
}
/*wield.c*/